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Re: rayp's old school fast non-shader FPS project [Re: rayp] #460067
06/15/16 01:05
06/15/16 01:05

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Malice
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Looking quite awesome! Great work so far! Can't wait to see more! Can't wait to play!!!

Re: rayp's old school fast non-shader FPS project [Re: rayp] #460068
06/15/16 01:44
06/15/16 01:44
Joined: Feb 2012
Posts: 371
Dico Offline
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Dico  Offline
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Joined: Feb 2012
Posts: 371
Wow , very very Good game , i like it laugh

Re: rayp's old school fast non-shader FPS project [Re: Dico] #460087
06/15/16 21:17
06/15/16 21:17
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline OP

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rayp  Offline OP

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Joined: Jul 2008
Posts: 2,107
Germany
Again thank you guys!
Gave me a "workboost" such nice feedbacks.
Worked on ladders (jumping) and falling-damage ( a hell it was ^^ ). I can advice 3runs website here, if your looking for a working fallingdamage.


https://youtu.be/_6r1RKHMBdU

edit: Climbing down also works, reduced amount of weapon movement, smoothed movement at end of ladder.

Next: Making ground - impact caused by long falls more intense.


edit 16.06.2016:
Converted a lot of new urban models.


Problem: Missing models now for further enemys frown

Greets

Last edited by rayp; 06/16/16 17:42.

Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: rayp's old school fast non-shader FPS project [Re: rayp] #474406
10/12/18 20:15
10/12/18 20:15
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline OP

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rayp  Offline OP

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Joined: Jul 2008
Posts: 2,107
Germany
Rewriting all from scratch, like always.
Only making game mechanics like movement, guns ragdoll and stuff.
I stoped on this project cause of some framerate drops...now some month later i think i can script some things a lot faster. Still this is gonna be a Quake2 with Zombies. Freaky and funny style.


WIP but almost done: Ragdoll, gun / impacts, Player, pathfinding ( based on SuperKus V2 ), blood etc...

I invested 5 days now into the physic-force part. Iam really happy about the results. Here u can see some seconds of in game Action:
https://youtu.be/YhwE9k2RAl8
( 60fps in game not like in the video ive taken )

The nice Explosion optic was made by 3run.
Ragdoll rewritten, based on Hellghasts/3runs script (but new not public Version). It has no more whiles and supports floor Impacts and gun/explo Forces now. With one line iam able to let them fly like hell in any wished directions now. It was a tricky fight for me to go through all this vector stuff and so on.


Now iam working on a machine that fires Zombies in the air. Player must shoot them while flying. Started yesterday night...first time i was bug free.
WIP beta:

https://youtu.be/RrH3Vbgzzhs


Now i will do some fun part...another gun or something...cause that vector physic shit f* my head all nights of this week, then working all day...now it must be some leight funny scripting for the friday grin


Project running with limited 60fps and around 0.4-5 ms/s ( with much ragdolls and stuff ).

Greets


edit:
For Performance iam using different models now. Collision uses a box model. Then i applyed a visual model. The coll ent holds the ragdoll and visual model in a struct. This way my c_traces are working via c_ignore while still having registered physics with for example passable ents for ragdoll (ent_decal and stuff also working).
This all together combined with not a single while Loop makes the ai/physic stuff pretty fast. On the other Hand its really a brainf* to communicate between the models. Its pretty logic but deep in the night its sometimes hard. Cause what u see is not what you trace for example.
After ragdoll was activated the collision model becomes the ragdoll model. This way theres only two ents always (coll+visual). Stuff like ent_decal traces visualmodel while physics only care about coll model.

Last edited by rayp; 10/12/18 21:57.

Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: rayp's old school fast non-shader FPS project [Re: rayp] #474426
10/14/18 20:38
10/14/18 20:38
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline OP

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rayp  Offline OP

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Joined: Jul 2008
Posts: 2,107
Germany
This weekend i was able to implement shadeC evo.
And finally, after years, its running stable with (limited) 60fps in Action and the nice ShadeC look. This is the first time i reached this point in a fps Project in acknex.

All animations/ragdoll and stuff is done on GPU side now.

Finally i can go on with working on the Project, building a Level and stuff.


edit: Shotgun in wrong pos...WIP

edit2:

Map will be Christmas / winter setting.

Greets

Last edited by rayp; 10/14/18 21:14.

Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: rayp's old school fast non-shader FPS project [Re: rayp] #474433
10/15/18 09:01
10/15/18 09:01
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Joined: May 2009
Posts: 5,370
Caucasus
Awesome screens and progress mate! Keep it up! Looking forward for playable demo!


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: rayp's old school fast non-shader FPS project [Re: 3run] #474446
10/16/18 07:18
10/16/18 07:18
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Love the ragdolls and how they react to explosions and gunshots, especially this part: https://youtu.be/YhwE9k2RAl8?t=15

Some more blood on bullet hits would be nice. wink Maybe even blood dripping out of wounds for a few seconds (even if it doesn't make sense) while the zombies fly through the air.

Next step would (and IMO should) be dismemberment, 2 steps per arm and leg and 1 or 2 steps head removal (shoot off everything above the eye level).


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: rayp's old school fast non-shader FPS project [Re: Superku] #474451
10/16/18 13:14
10/16/18 13:14
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline OP

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rayp  Offline OP

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Posts: 2,107
Germany
Thank you guys.

The bodyparts are already working via v_mask...fast like hell.
Problem is i have wonderfull mocap anims and zombies. But i cant retarget the anims. And i cant find somebody doing it.

I have perfect anims and meshes with limbs but cant combine. So i looked for other models but those have no limbs of course.

Its hard having perfect meshes und anims not beeing able to use


Edit
Yeah that part of vid really rocks. Poor zombie laugh

Last edited by rayp; 10/16/18 13:28.

Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: rayp's old school fast non-shader FPS project [Re: rayp] #474458
10/16/18 20:11
10/16/18 20:11
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline OP

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rayp  Offline OP

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Joined: Jul 2008
Posts: 2,107
Germany
Worked whole day on new Zombies and world scalement.
As long as i cant find anyone retargeting my mocaps, iam using Mixamo.com animations. Sucks hard if u have really cool mocaps and cant retarget the bones frown

Next step is the most fun part...bodyparts, like SuperKu mentioned above.
Here u can see one of the new enemys ( head, arms, forearms, upper and lower legs maybe Hands will be detachable ). Done with V_MASK ( say goodby to ent_decal ).

First WIP of new Zombie ingame:



Compared to first pages, i like the look of the Project. Sure its no call of duty look, but it isnt ugly too for my taste ( please ignore the scalement of the floor texture wink ).


Sad Thing...shadeC GPU animations dont Support animated dynamic shadows frown

edit: HUIIIIIIIIII laugh


edit2:
Of course ragdoll will take care of removed bodyparts.


Greets

Last edited by rayp; 10/16/18 21:28.

Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: rayp's old school fast non-shader FPS project [Re: rayp] #474471
10/17/18 19:10
10/17/18 19:10
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline OP

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rayp  Offline OP

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Joined: Jul 2008
Posts: 2,107
Germany
Started with the head of the dismemberment system. Again it was tricky to tell vmask what to do ( cause of ragdoll / collision / visual - model stuff ).
But now its working very nice.




Blood sprays out of neck pos in this case.

Now i add a head model that will fly away from neck...so Player can Play some Soccer with it wink


edit:
As u can see here the removed head has no ragdoll collision models / physic calculations


edit:
Shotgun / muzzle etc in action



Greets

Last edited by rayp; 10/18/18 21:24.

Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
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